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Inscrit le 12/01/2010 à 16:36

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12/09/2011 à 12:41 - (MAJ) Le nouveau Syndicate dévoilé : ce sera un FPS...

Bonjour,





Quelle annonce !





Deus Ex 3/Human Revolution est également en développement depuis un moment; l'emprunt est évident.



Malgré le succès, l'influence de Syndicate premier du nom, influence qui se lit même dans le premier GTA (4 années après, même nationalité, même simulation de la ville cohérente, du comportement des passants/véhicules, vol de véhicules, vue de dessus, amoralités, Syndicat devenu Mafia, etc.), le nom de ce dernier n'aura pas traversé les générations.



Syndicate était la référence cyberpunk de la première moitié des années 90 (System Shock 2 prenant le relais). Deus Ex est la référence cyberpunk de ces dix dernières années.



Lorsque vous êtes développeur, que vous vous posez la question de savoir comment relancer une série comme celle des Syndicate, dont le gameplay n'est clairement plus au goût du jour, qui est malgré tout un nom, en l'absence d'inspiration, il n'est pas impossible que vous choisissiez de copier sur votre camarade de classe dont vous êtes certain de la route qu'il va prendre, et parce que vous êtes assuré qu'il aura au moins la moyenne.





Il faut préciser que Syndicate deuxième (non le premier) intégrait dès 1996 la régénération automatique de la vie, et les munitions/Mana, soit des éléments très actuels de game design.





Un cast est né dans la nuit : http://www.elive.pro/en/watch/Rn00CjsqzfaN

4h49 de retrospéctive sur Syndicate Wars (en faisant un saut par Syndicate et American Revolt). Sautez à 3h43m30s si vous souhaitez écouter la partie consacrée aux réactions concernant Syndicate 2069 et qui relaie les avis de Sean Cooper et Glenn Corpes (créateurs de la série, Peter Molyneux n'en ayant toujours été que le producteur).



Désolé pour les fadas qui auraient voulu être au micro.

 

12/01/2010 à 16:37 - Lionhead travaille sur un troisième jeu

Microsoft and Lionhead will announce a revision of 2005 Lionhead's The

Movies for Natal and the avatars, with Xbox Live compatibility.





- Staging Xbox 360 avatars instead of the original models from 2005

Lionhead's The Movies,

- Ability to start shooting via the vocal command "Action !", thanks

to the Project Natal,

- Management of the studio is mainly handled via a solid controller,

- Shooting and post-production processes are mainly handled via the

Project Natal,

- The clothes purchased by users through Xbox Live Market Place for

their avatar can be freely used as costumes (Halo, Dead Space T-shirt,

etc..) into the game with no dispute on the copyrights,

- The cars purchased or customized, bound to the user's Xbox Live

racing game Joy Ride account, can be used,

- Access to movie upload is only granted to Xbox Live Gold subscribers

(hence the need to promote a solo game with studio management),

- Movies can be shared beyond the Xbox Live Gold section (ex: Zune HD,

Xbox Live Silver subscribers, Live Anywhere, etc.),

- Downloadable Content primarily focuses on new props to decorate the

sets, new sets/FX, after user's votes,

- Real trademarks from various companies can appear on billboards

during the game,

- The cast for each movie can be done among the avatars of Xbox Live

user's friends,

- Setting an event like the Xbox Live Oscar / Golden Globes ceremony

with a meeting of subscribers and awards, inspired by 1 versus 100.







The benefits for Microsoft to bring the Movies on Xbox Live are :



- To provide Downloadable Content on a regular basis with no negative

impact on the image of the product (as it's only decoration that does

not interfere with the meaning of the movie),

- To drag people, via the popular phenomenon of User Generated

Content, into the Xbox Live Gold section,

- To ensure non-stop advertisement of strong Xbox licenses (one can

imagine that many Halo or Gears of War movies created by users will

pop up and be shared through many networks),

- To demonstrate the simplified use via Natal,

- To capitalize on the success of avatars,

- To get contracts with various companies (the in game billboard concept),

- To strengthen the commitment of the user to his gamertag thus to the

Xbox (or Live Anywhere) brand.





However the difficulties for the studio Lionhead are currently as follows :



- Most of the ressources (production & post-production) are focused on

Milo & Kate and Fable III until mid-2010,

- Need to re-work on scales as the avatars are slightly deformed characters,

- Collaboration with the studio Rare (avatars, of course, but Lionhead

really needs to simplify the studio management part and make it

playable via a joystick ; the experience of Viva Pinata could serve

them well),

- Possible need for an artistic overhaul,

- Adapt command to the Project Natal,

- Hard drive required for the user,

- Unexpected marketing decisions from Microsoft.



The commercial failure of 2005 Lionhead's The Movies can be attributed

to the fact that it was necessary to first be interested in the video

game and then in this particular game named The Movies, then visit the

Lionhead site, to simply be aware of the possibilities the tool

Creation offered (very high entry cost for a brand new user ; success

based on an ex post community).



Now that a Lionhead's The Movies project can arise as part of the

means of expression of an already established community like the Xbox

Live (or Live Anywhere) community, should guarantee it a profound

success until long-term (very low entry cost for a brand new user ;

success based on an ex anté community).

 

 


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